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UTILIZATION OF TRADITIONAL GAMES AS TEACHING MATERIAL IN BIPA LEARNING Aulia, Syafrida Reza; Aini, Alifia Nur; Hasanah, Dian Uswatun
Mahakarya: Jurnal Mahasiswa Ilmu Budaya Vol. 5 No. 1 (2024)
Publisher : IAIN Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/msjcs.v5i1.9362

Abstract

Congklak is a local culture that can be utilized as BIPA teaching material. There needs to be research on BIPA teaching materials regarding the game of congklak with local wisdom content that can be integrated with religious moderation. Therefore, researchers are interested in conducting research related to the traditional game of congklak which is associated with the principles of religious moderation in BIPA learning conducted at UIN Raden Mas Said Surakarta.  This research aims to examine the utilization of traditional games based on local wisdom and religious moderation as teaching materials. This research method uses a qualitative descriptive method. The data in this study are local wisdom-based materials using the traditional game of congklak with data sources in the form of documents and several references relevant to the research. The results showed that the conventional congklak game could be used as a fun and effective teaching material for BIPA learning because, in addition to being used as an introduction to Indonesian culture. It also contains at least seven values of religious moderation in the form of tawasuth, tawazun, I'tidal, tasamuh, musawah, syura, and ishlahKeywords: local wisdom, religious moderation, BIPA, teaching materials
Pembelajaran Bahasa Indonesia dalam Program Independent Learning: Studi Kasus Homeschooling Sigma Phineta Surakarta Aini, Alifia Nur; Ramadhani, Asri Kamila; Sumarwati
Proceedings Series on Social Sciences & Humanities Vol. 20 (2024): Prosiding Pertemuan Ilmiah Bahasa & Sastra Indonesia (PIBSI XLVI) Universitas Muhamm
Publisher : UM Purwokerto Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/pssh.v20i.1313

Abstract

Salah satu pendekatan dalam pelaksanaan homeschooling adalah independent learning atau pembelajaran mandiri. Namun, belum banyak homeschooling yang menerapkan pendekatan tersebut. Homeschooling Sigma Phineta di Surakarta telah menerapkan pendekatan tersebut. Sudah tentu, proses dan hasil pelaksanaan pendekatan independent learning penting untuk dikaji agar dapat menjadi model bagi homeschooling lain. Penelitian ini bertujuan untuk mendeskripsikan proses dan kendala penerapan program Independent Learning di Homeschooling Sigma Phineta. Penelitian dilakukan dengan metode kualitatif dan pendekatan studi kasus. Informan dalam penelitian ini adalah kepala sekolah, staf bagian akademik, tutor, dan peserta didik di Homeschooling Sigma Phineta. Pengumpulan data dilakukan melalui observasi, wawancara, dan analisis dokumen. Hasil penelitian menunjukkan program independent learning di Homeschooling Sigma Phineta dilakukan dengan pemantauan jarak jauh melalui video call yang dilakukan oleh tutor kepada peserta didik. Bahan ajar yang disediakan berupa buku teks dan buku pendukung yang berguna untuk melatih kemampuan belajar peserta didik secara mandiri. Mekanisme evaluasi yang dilakukan, yaitu dengan memberikan latihan soal-soal, baik yang terdapat dalam buku teks maupun kuis-kuis yang dapat meningkatkan wawasan pengetahuan peserta didik. Kendala yang dialami pada pembelajaran Independent Learning, yaitu berupa jaringan internet yang tidak stabil, semangat belajar peserta didik menurun, dan kurangnya pemantauan dari orang tua terhadap perkembangan belajar anak.
Designing Interface and User Experience of Elementary School Learning Applications Using Design Thinking Aini, Alifia Nur; Wardhana, Mahendra
Jurnal Ilmiah Manajemen Kesatuan Vol. 13 No. 1 (2025): JIMKES Edisi Januari 2025
Publisher : LPPM Institut Bisnis dan Informatika Kesatuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37641/jimkes.v13i1.3067

Abstract

Indonesia's entry into the Education 4.0 era emphasizes integrating cyber technology into learning, as reflected in the implementation of the Merdeka Curriculum, which aims to foster the Pancasila Student Profile. Despite this, low student motivation and interest, particularly in mathematics, remain key challenges. This study aims to design an interactive learning application tailored to elementary school students to address these issues. Using the Design Thinking methodology, five stages—empathize, define, ideate, prototype, and test—were employed, involving questionnaires, interviews, usability testing via Maze.co, and user experience evaluation (UEQ). The findings reveal that the application includes structured curriculum-based materials, customizable quizzes, and discussion forums. Usability testing achieved a success rate exceeding 80%, and UEQ results ranged from above average to excellent. Although the application effectively increases engagement and learning outcomes, improvements in visual elements, such as color selection and illustrations, are recommended to enhance the user experience further. This research underscores the significance of user-centered design in creating impactful educational tools that motivate and engage students while supporting educators' instructional goals.